So basically, I was frustrated trying to add an SFX to a scene and realized through debugging that my assumption that SFX are all loaded in at once via the SDAT groups on a per-scene basis was wrong. In actuality, here is the "play sound" chunk of the SND_PLAY command's routine:
As you can see, it does a little dance with the two crossfade parameters: if both of them are less than zero, it loads the sound into memory. Otherwise, it does its crossfading stuff.
This PR reflects this new information and adds a checkbox for loading new SFX in. It also makes that checkbox turned on by default when adding commands and adds a little functionality to disable the crossfade numeric stepper when it's checked.
This PR also fixes up BG_PALEFFECT's preview (so that it applies to the background) and also adjusts the sepia filter to look closer to what it looks like in-game.
So basically, I was frustrated trying to add an SFX to a scene and realized through debugging that my assumption that SFX are all loaded in at once via the SDAT groups on a per-scene basis was wrong. In actuality, here is the "play sound" chunk of the
SND_PLAY
command's routine:As you can see, it does a little dance with the two crossfade parameters: if both of them are less than zero, it loads the sound into memory. Otherwise, it does its crossfading stuff.
This PR reflects this new information and adds a checkbox for loading new SFX in. It also makes that checkbox turned on by default when adding commands and adds a little functionality to disable the crossfade numeric stepper when it's checked.
This PR also fixes up
BG_PALEFFECT
's preview (so that it applies to the background) and also adjusts the sepia filter to look closer to what it looks like in-game.